Friday, March 2, 2012

Q's and A's

1.Ability scores generation method?

3d6 in order. After you roll, you may switch abilities between the the following two sets (Str, Dex, Con and Int, Wis, Cha) to have some variety. We are currently experimenting with this rule.

2.How are death and dying handled?

At 0 or a negative number you save versus death or die. If you save you revive to 1hp in 1d6 rounds. Monsters love to coup de gras helpless dudes. So you are probably going to die anyway.

3.What about raising the dead?

Nope. You don't want to die then run away or don't put yourself in a bad situation.

4.How are replacement PCs handled?

You can take over a hireling in the short-term, or you can roll a new character.

5.Initiative: individual, group, or something else?

Group: 1d6 highest goes first.

6.Are there critical hits and fumbles? How do they work?

Yes. Double rolled damage on a natural 20. A roll of one results in consulting a 1d8 subtable on my GM screen for hilarity.

7.Do I get any benefits for wearing a helmet?

Not specifically, although there are magic helms with a +1 bonus.

8.Can I hurt my friends if I fire into melee or do something similarly silly?

Yes, if you fire from behind the first rank a low roll (1-3) will indicate you hit a comrade. We have had PCs struck and hirelings outright killed in this manner. You can fire over dwarves and halflings. You can use polearms from the second rank too.

9.Will we need to run from some encounters, or will we be able to kill everything?

You will need to run.

10.Level-draining monsters: yes or no?

Absolutely. Life is rough, get used to it.

11.Are there going to be cases where a failed save results in PC death?

Save or die happens at least once a session, it seems like.

12.How strictly are encumbrance & resources tracked?

Yes, on a simplified movement and encumbrance table.

13.What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?

No. Yes when you return to town. Sure. Downtime.

14.What do I get experience for?

Any treasure with a gp value. Treasure comes in many forms (85-90%)

Monsters (10-15%)

Carousing: Spending gold for xp by doing stuff out of game related to your character

First time you join our wiki you get 100xp, you write a session report you get 100/per report. Some players have made a living of the latter.

15.How are traps located? Description, dice rolling, or some combination?

Depends on the trap. Anyone can find a trap. Don't often play with thieves because I believe all the classes are thieves. Having said that I now have TWO thieves in the party lol.

16.Are retainers encouraged and how does morale work?

Strongly. If a PC or hireling is killed a check is made. If they fail they run away. Buy them sweet gear and increase their morale.

17.How do I identify magic items?

Use it, or pay a MU if one is available in town.

18.Can I buy magic items? Oh, come on: how about just potions?

No h-way. Magic items are not for sale. Well at least not to buy. If it fit the needs of the scenario I might consider a low level item but it would have a specific purpose and wouldn't be a long-term thing. Otherwise, if you want something, go research and then adventure for it.

19.Can I create magic items? When and how?

Maybe, but we will never see high enough level to worry about it.

20.What about splitting the party?

Ha. Haha. Hahaha. Muhahaha. Muaahahahahahahaahaha!

Happy Friday.

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